SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneErlebARBernChristoffel.cpp
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1 /**
2  * \file AppDemoSceneErlebARBernChristoffel.cpp
3  * \brief Implementation for an SLScene inherited class
4  * \details For more info about App framework and the scene assembly see:
5  * https://cpvrlab.github.io/SLProject4/app-framework.html
6  * \date May 2024
7  * \authors Marcus Hudritsch, Marino von Wattenwyl
8  * \copyright http://opensource.org/licenses/GPL-3.0
9  * \remarks Please use clangformat to format the code. See more code style on
10  * https://github.com/cpvrlab/SLProject4/wiki/SLProject-Coding-Style
11  */
12 
14 #include <CVCapture.h>
15 #include <AppCommon.h>
16 #include <SLAssetLoader.h>
17 #include <SLLightDirect.h>
18 #include <SLCoordAxis.h>
19 
20 // Global pointers declared in AppDemoVideo
22 
23 //-----------------------------------------------------------------------------
25  : SLScene("Christoffel Tower AR")
26 {
27  info("Augmented Reality Christoffel Tower");
28 }
29 //-----------------------------------------------------------------------------
30 //! All assets the should be loaded in parallel must be registered in here.
32 {
33  // Create video texture on global pointer updated in AppDemoVideo
35  AppCommon::texturePath + "LiveVideoError.png",
36  GL_LINEAR,
37  GL_LINEAR);
40  "erleb-AR/models/bern/bern-christoffel.gltf");
42  AppCommon::dataPath + "erleb-AR/models/bern/Sea1+X1024.jpg",
43  AppCommon::dataPath + "erleb-AR/models/bern/Sea1-X1024.jpg",
44  AppCommon::dataPath + "erleb-AR/models/bern/Sea1+Y1024.jpg",
45  AppCommon::dataPath + "erleb-AR/models/bern/Sea1-Y1024.jpg",
46  AppCommon::dataPath + "erleb-AR/models/bern/Sea1+Z1024.jpg",
47  AppCommon::dataPath + "erleb-AR/models/bern/Sea1-Z1024.jpg");
49  AppCommon::shaderPath + "Reflect.vert",
50  AppCommon::shaderPath + "Reflect.frag");
51 
52  // initialize sensor stuff before loading the geotiff
53  AppCommon::devLoc.originLatLonAlt(46.94763, 7.44074, 542.2); // Loeb Ecken
54  AppCommon::devLoc.defaultLatLonAlt(46.94841, 7.43970, 542.2 + 1.7); // Bahnhof Ausgang in Augenhöhe
55  AppCommon::devLoc.nameLocations().push_back(SLLocation("Loeb Ecken, Origin",
56  46,
57  56,
58  51.451,
59  7,
60  26,
61  26.676,
62  542.2));
63  AppCommon::devLoc.nameLocations().push_back(SLLocation("Milchgässli, Velomarkierung, (N)",
64  46,
65  56,
66  54.197,
67  7,
68  26,
69  23.366,
70  541.2 + 1.7));
71  AppCommon::devLoc.nameLocations().push_back(SLLocation("Spitalgasse (E)",
72  46,
73  56,
74  51.703,
75  7,
76  26,
77  27.565,
78  542.1 + 1.7));
79  AppCommon::devLoc.nameLocations().push_back(SLLocation("Tramhaltestelle UBS, eckiger Schachtd. (S)",
80  46,
81  56,
82  50.366,
83  7,
84  26,
85  24.544,
86  542.3 + 1.7));
87  AppCommon::devLoc.nameLocations().push_back(SLLocation("Ecke Schauplatz-Christoffelgasse (S)",
88  46,
89  56,
90  50.139,
91  7,
92  26,
93  27.225,
94  542.1 + 1.7));
95  AppCommon::devLoc.nameLocations().push_back(SLLocation("Bubenbergplatz (S)",
96  46,
97  56,
98  50.304,
99  7,
100  26,
101  22.113,
102  542.4 + 1.7));
103  AppCommon::devLoc.nameLocations().push_back(SLLocation("Heiliggeistkirche (Dole, N-W)",
104  46,
105  56,
106  53.500,
107  7,
108  26,
109  25.499,
110  541.6 + 1.7));
111  AppCommon::devLoc.originLatLonAlt(AppCommon::devLoc.nameLocations()[0].posWGS84LatLonAlt);
112  AppCommon::devLoc.activeNamedLocation(1); // This sets the location 1 as defaultENU
113  AppCommon::devLoc.locMaxDistanceM(1000.0f); // Max. Distanz. zum Loeb Ecken
114  AppCommon::devLoc.improveOrigin(false); // Keine autom. Verbesserung vom Origin
120 
121  // This loads the DEM file and overwrites the altitude of originLatLonAlt and defaultLatLonAlt
124  "erleb-AR/models/bern/DEM-Bern-2600_1199-WGS84.tif");
125 }
126 //-----------------------------------------------------------------------------
127 //! After parallel loading of the assets the scene gets assembled in here.
129 {
131 
132  // Create see through video background material without shadow mapping
133  SLMaterial* matVideoBkgd = new SLMaterial(am,
134  "matVideoBkgd",
135  gVideoTexture);
136  matVideoBkgd->reflectionModel(RM_Custom);
137 
138  // Create see through video background material with shadow mapping
139  SLMaterial* matVideoBkgdSM = new SLMaterial(am,
140  "matVideoBkgdSM",
141  gVideoTexture);
142  matVideoBkgdSM->reflectionModel(RM_Custom);
143  matVideoBkgdSM->ambient(SLCol4f(0.6f, 0.6f, 0.6f));
144  matVideoBkgdSM->getsShadows(true);
145 
146  SLCamera* cam1 = new SLCamera("Camera 1");
147  cam1->translation(0, 2, 0);
148  cam1->lookAt(-10, 2, 0);
149  cam1->clipNear(1);
150  cam1->clipFar(700);
151  cam1->setInitialState();
154 
155  // Turn on main video
157 
158  // Create directional light for the sunlight
159  SLLightDirect* sunLight = new SLLightDirect(am, this, 2.0f);
160  sunLight->translate(-44.89f, 18.05f, -26.07f);
161  sunLight->powers(1.0f, 1.5f, 1.0f);
162  sunLight->attenuation(1, 0, 0);
163  sunLight->doSunPowerAdaptation(true);
164  sunLight->createsShadows(true);
165  sunLight->createShadowMapAutoSize(cam1,
166  SLVec2i(2048, 2048),
167  4);
168  sunLight->shadowMap()->cascadesFactor(3.0);
169  // sunLight->createShadowMap(-100, 150, SLVec2f(200, 150), SLVec2i(4096, 4096));
170  sunLight->doSmoothShadows(true);
171  sunLight->castsShadows(false);
172  sunLight->shadowMinBias(0.001f);
173  sunLight->shadowMaxBias(0.003f);
174 
175  // Let the sun be rotated by time and location
176  AppCommon::devLoc.sunLightNode(sunLight);
178  std::time(nullptr));
179 
180  // Make city with hard edges and without shadow mapping
181  SLNode* Umg = _bern->findChild<SLNode>("Umgebung-Swisstopo");
182  Umg->setMeshMat(matVideoBkgd, true);
183  Umg->setDrawBitsRec(SL_DB_WITHEDGES, true);
184  Umg->castsShadows(false);
185 
186  // Hide some objects
187  _bern->findChild<SLNode>("Baldachin-Glas")->drawBits()->set(SL_DB_HIDDEN, true);
188  _bern->findChild<SLNode>("Baldachin-Stahl")->drawBits()->set(SL_DB_HIDDEN, true);
189 
190  // Set the video background shader on the baldachin and the ground with shadow mapping
191  _bern->findChild<SLNode>("Baldachin-Stahl")->setMeshMat(matVideoBkgdSM, true);
192  _bern->findChild<SLNode>("Baldachin-Glas")->setMeshMat(matVideoBkgdSM, true);
193  _bern->findChild<SLNode>("Chr-Alt-Stadtboden")->setMeshMat(matVideoBkgdSM, true);
194  _bern->findChild<SLNode>("Chr-Neu-Stadtboden")->setMeshMat(matVideoBkgdSM, true);
195 
196  // Hide the new (last) version of the Christoffel tower
197  _bern->findChild<SLNode>("Chr-Neu")->drawBits()->set(SL_DB_HIDDEN, true);
198 
199  // Material for water
200  SLMaterial* matWater = new SLMaterial(am,
201  "water",
204  100,
205  0.1f,
206  0.9f,
207  1.5f);
208  matWater->translucency(1000);
209  matWater->transmissive(SLCol4f::WHITE);
210  matWater->addTexture(_cubemap);
211  matWater->program(_spRefl);
212  _bern->findChild<SLNode>("Chr-Wasser")->setMeshMat(matWater, true);
213 
214  // Add axis object a world origin (Loeb Ecke)
215  SLNode* axis = new SLNode(new SLCoordAxis(am), "Axis Node");
216  axis->setDrawBitsRec(SL_DB_MESHWIRED, false);
217  axis->rotate(-90, 1, 0, 0);
218  axis->castsShadows(false);
219 
220  // Bridge rotation animation
221  SLNode* bridge = _bern->findChild<SLNode>("Chr-Alt-Tor");
222  SLAnimation* bridgeAnim = animManager().createNodeAnimation("Gate animation",
223  8.0f,
224  true,
227  bridgeAnim->createNodeAnimTrackForRotation(bridge, 90, bridge->forwardOS());
228 
229  // Gate translation animation
230  SLNode* gate = _bern->findChild<SLNode>("Chr-Alt-Gatter");
231  SLAnimation* gateAnim = animManager().createNodeAnimation("Gatter Animation",
232  8.0f,
233  true,
236  gateAnim->createNodeAnimTrackForTranslation(gate, SLVec3f(0.0f, -3.6f, 0.0f));
237 
238  SLNode* scene = new SLNode("Scene");
239  root3D(scene);
240  scene->addChild(sunLight);
241  scene->addChild(axis);
242  scene->addChild(_bern);
243  scene->addChild(cam1);
244 
245 #if defined(SL_OS_MACIOS) || defined(SL_OS_ANDROID)
249 #else
250  AppCommon::devLoc.isUsed(false);
251  AppCommon::devRot.isUsed(false);
253  SLVec3f pos_f((SLfloat)pos_d.x, (SLfloat)pos_d.y, (SLfloat)pos_d.z);
254  cam1->translation(pos_f);
255  cam1->focalDist(pos_f.length());
256  cam1->lookAt(SLVec3f::ZERO);
258 #endif
259 
260  sv->doWaitOnIdle(false); // for constant video feed
261  sv->camera(cam1);
262 }
263 //-----------------------------------------------------------------------------
The AppCommon class holds the top-level instances of the app-demo.
SLGLTexture * gVideoTexture
Class declaration for an SLScene inherited class.
@ VT_MAIN
Main camera on all on all all devices.
Definition: CVCapture.h:42
float SLfloat
Definition: SL.h:173
@ LOM_twoFingerY
@ ROM_oneFingerX
#define SL_DB_WITHEDGES
Draw faces with hard edges.
Definition: SLDrawBits.h:30
#define SL_DB_MESHWIRED
Draw polygons as wired mesh.
Definition: SLDrawBits.h:22
#define SL_DB_HIDDEN
Flags an object as hidden.
Definition: SLDrawBits.h:20
@ CA_turntableYUp
Orbiting around central object w. turntable rotation around y & right axis.
Definition: SLEnums.h:122
@ CA_deviceRotLocYUp
The device rotation controls the camera rotation and the GPS controls the Camera Translation.
Definition: SLEnums.h:128
@ EC_inOutQuint
quintic easing in and then out
Definition: SLEnums.h:196
@ RM_Custom
Definition: SLEnums.h:292
@ AL_pingPongLoop
loop forward and backwards
Definition: SLEnums.h:171
@ TT_videoBkgd
Definition: SLGLTexture.h:94
SLVec2< SLint > SLVec2i
Definition: SLVec2.h:140
SLVec3< SLfloat > SLVec3f
Definition: SLVec3.h:318
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static SLDeviceRotation devRot
Mobile device rotation from IMU.
Definition: AppCommon.h:64
static SLDeviceLocation devLoc
Mobile device location from GPS.
Definition: AppCommon.h:65
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
static SLstring shaderPath
Path to GLSL shader programs.
Definition: AppCommon.h:84
static SLstring dataPath
Path to data directory (it is set platform dependent)
Definition: AppCommon.h:83
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
void videoType(CVVideoType vt)
Setter for video type also sets the active calibration.
Definition: CVCapture.cpp:866
static CVCapture * instance()
Public static instance getter for singleton pattern.
Definition: CVCapture.h:65
SLAnimation * createNodeAnimation(SLfloat duration)
SLAnimation is the base container for all animation data.
Definition: SLAnimation.h:33
SLNodeAnimTrack * createNodeAnimTrackForRotation(SLNode *target, SLfloat angleDeg1, const SLVec3f &axis)
SLNodeAnimTrack * createNodeAnimTrackForTranslation(SLNode *target, const SLVec3f &endPos)
void addProgramToLoad(SLGLProgram *&program, const SLstring &vertShaderFile, const SLstring &fragShaderFile)
Add generic GLSL program with shader files to load.
void addGeoTiffToLoad(SLDeviceLocation &devLoc, const SLstring &imageFileWithPath)
Add GeoTiff file to load for the SLDevLocation.
void addTextureToLoad(SLGLTexture *&texture, const SLstring &path, SLint min_filter=GL_LINEAR_MIPMAP_LINEAR, SLint mag_filter=GL_LINEAR, SLTextureType type=TT_unknown, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT)
Add 2D textures with internal image allocation.
void addNodeToLoad(SLNode *&node, const SLstring &modelPath, SLSkybox *skybox=nullptr, SLbool deleteTexImgAfterBuild=false, SLbool loadMeshesOnly=true, SLMaterial *overrideMat=nullptr, float ambientFactor=0.5f, SLbool forceCookTorranceRM=false, SLuint flags=SLProcess_Triangulate|SLProcess_JoinIdenticalVertices|SLProcess_RemoveRedundantMaterials|SLProcess_FindDegenerates|SLProcess_FindInvalidData|SLProcess_SplitLargeMeshes)
Add mesh from file to load via assimp loader.
Toplevel holder of the assets meshes, materials, textures and shaders.
void texture(SLGLTexture *backgroundTexture, bool fixAspectRatio=false)
If flag _repeatBlurred is true the texture is not distorted if its size does not fit to screen aspect...
Active or visible camera node class.
Definition: SLCamera.h:54
void clipFar(const SLfloat cFar)
Definition: SLCamera.h:109
void clipNear(const SLfloat cNear)
Definition: SLCamera.h:108
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
Definition: SLCamera.h:120
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
SLBackground & background()
Definition: SLCamera.h:165
void camAnim(SLCamAnim ca)
Definition: SLCamera.h:103
Axis aligned coordinate axis mesh.
Definition: SLCoordAxis.h:31
void defaultLatLonAlt(int degreesLat, int minutesLat, double secondsLat, int degreesLon, int minutesLon, double secondsLon, double altitudeM)
Default coordinate setter in WGS84 Lat-Lon in degrees, minutes and seconds.
void useOriginAltitude(SLbool useGLA)
void improveOrigin(SLbool impO)
void originLatLonAlt(int degreesLat, int minutesLat, double secondsLat, int degreesLon, int minutesLon, double secondsLon, double altitudeM)
Origin coordinate setter in WGS84 Lat-Lon in degrees, minutes and seconds.
SLbool calculateSolarAngles(SLVec3d locationLatLonAlt, std::time_t time)
Calculates the solar angles at origin at local time.
SLVec3d defaultENU() const
void activeNamedLocation(SLint locIndex)
void sunLightNode(SLLightDirect *sln)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
SLVec3d originENU() const
SLVLocation & nameLocations()
void locMaxDistanceM(SLfloat maxDist)
void offsetMode(SLLocOffsetMode lom)
void hasOrigin(SLbool hasOL)
void offsetMode(SLRotOffsetMode rom)
void zeroYawAtStart(SLbool zeroYaw)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
Texture object for OpenGL texturing.
Definition: SLGLTexture.h:110
void texType(SLTextureType bt)
Definition: SLGLTexture.h:200
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
void doSunPowerAdaptation(SLbool enabled)
Definition: SLLightDirect.h:82
void createShadowMapAutoSize(SLCamera *camera, SLVec2i texSize=SLVec2i(1024, 1024), int numCascades=4) override
void createsShadows(SLbool createsShadows)
Definition: SLLight.cpp:98
void shadowMaxBias(SLfloat maxBias)
Definition: SLLight.h:129
void shadowMap(SLShadowMap *shadowMap)
Definition: SLLight.h:125
void doSmoothShadows(SLbool doSS)
Definition: SLLight.h:126
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
Definition: SLLight.h:116
void powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)
Sets the ambient, diffuse and specular powers all with the same color.
Definition: SLLight.h:74
void shadowMinBias(SLfloat minBias)
Definition: SLLight.h:128
class for a named location with lat-lon-Alt WGS84 position
Defines a standard CG material with textures and a shader program.
Definition: SLMaterial.h:56
void translucency(SLfloat transl)
Definition: SLMaterial.h:176
void reflectionModel(SLReflectionModel rm)
Definition: SLMaterial.h:169
void addTexture(SLGLTexture *texture)
Adds the passed texture to the equivalent texture type vector.
Definition: SLMaterial.cpp:348
void ambient(const SLCol4f &ambi)
Definition: SLMaterial.h:170
void transmissive(const SLCol4f &transm)
Definition: SLMaterial.h:175
void program(SLGLProgram *sp)
Definition: SLMaterial.h:205
void getsShadows(SLbool receivesShadows)
Definition: SLMaterial.h:204
SLNode represents a node in a hierarchical scene graph.
Definition: SLNode.h:147
void addChild(SLNode *child)
Definition: SLNode.cpp:207
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
Definition: SLNode.cpp:828
SLVec3f forwardOS() const
Definition: SLNode.h:477
void rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:945
void castsShadows(SLbool castsShadows)
Definition: SLNode.h:282
T * findChild(const SLstring &name="", SLbool findRecursive=true)
Definition: SLNode.h:388
void setMeshMat(SLMaterial *mat, bool recursive)
Set the mesh material recursively.
Definition: SLNode.cpp:1172
void setInitialState()
Definition: SLNode.cpp:1084
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
Definition: SLNode.h:652
void setDrawBitsRec(SLuint bit, SLbool state)
Definition: SLNode.cpp:804
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:906
The SLScene class represents the top level instance holding the scene structure.
Definition: SLScene.h:47
SLNode * root3D()
Definition: SLScene.h:99
friend class SLNode
Definition: SLScene.h:48
SLAnimManager & animManager()
Definition: SLScene.h:97
SLstring & info()
Definition: SLScene.h:102
SceneView class represents a dynamic real time 3D view onto the scene.
Definition: SLSceneView.h:69
void camera(SLCamera *camera)
Definition: SLSceneView.h:145
void doWaitOnIdle(SLbool doWI)
Definition: SLSceneView.h:149
T y
Definition: SLVec3.h:43
T x
Definition: SLVec3.h:43
T length() const
Definition: SLVec3.h:122
T z
Definition: SLVec3.h:43
static SLVec3 ZERO
Definition: SLVec3.h:285
static SLVec4 BLACK
Definition: SLVec4.h:213
static SLVec4 WHITE
Definition: SLVec4.h:215